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[RPW] Checking current situation with docs
https://jira.unity3d.com/browse/XPIPELINE-848
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Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesState.cs

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@@ -22,7 +22,7 @@ void RepaintAll()
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/// <summary>Get or set the state given the mask.</summary>
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/// <param name="mask">The filtering mask</param>
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/// <returns>True: All flagged area are expended</returns>
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/// <value>True: All flagged area are expended</value>
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public bool this[TState mask]
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{
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get => GetAdditionalPropertiesState(mask);
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return anim;
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}
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/// <summary>
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/// Resets the animation associated with the given mask to a default state with the animated value set to 1.0 and the target value set to 0.0.
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/// </summary>
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/// <param name="mask">The state mask used to retrieve the associated animation.</param>
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protected internal void ResetAnimation(TState mask)
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{
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AnimFloat anim = GetAnimation(mask);
@@ -100,6 +104,9 @@ public void UnregisterEditor(Editor editor)
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public class AdditionalPropertiesState<TState, TTarget> : AdditionalPropertiesStateBase<TState>
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where TState : struct, IConvertible
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{
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/// <summary>
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/// Stores the expanded or collapsed state of each section defined by <typeparamref name="TState"/>.
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/// </summary>
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protected internal EditorPrefBoolFlags<TState> m_State;
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Packages/com.unity.render-pipelines.core/Editor/Analytics/AnalyticsUtils.cs

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@@ -231,6 +231,7 @@ static string[] ToStringArray(Dictionary<string, string> diff)
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/// <param name="current">The current object to obtain the fields and values.</param>
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/// <param name="compareAndSimplifyWithDefault">If a comparison against the default value must be done.</param>
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/// <returns>The nested columns in form of {key.nestedKey : value} </returns>
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/// <exception cref="ArgumentNullException">Throws an exception if current parameter is null.</exception>
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public static string[] ToNestedColumn<T>([DisallowNull] this T current, bool compareAndSimplifyWithDefault = false)
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where T : new()
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{
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/// <param name="current">The current object to obtain the fields and values.</param>
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/// <param name="defaultInstance">The default instance to compare values</param>
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/// <returns>The nested columns in form of {key.nestedKey : value} </returns>
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/// <exception cref="ArgumentNullException">Throws an exception if the current or defaultInstance parameters are null.</exception>
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public static string[] ToNestedColumn<T>([DisallowNull] this T current, T defaultInstance)
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{
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if (current == null)
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/// <param name="defaultObject">The default object</param>
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/// <param name="compareAndSimplifyWithDefault">If a comparison against the default value must be done.</param>
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/// <returns>The nested columns in form of {key.nestedKey : value} </returns>
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/// <exception cref="ArgumentNullException"></exception>
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/// <exception cref="ArgumentNullException">Throws an exception if the current parameter is null.</exception>
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public static string[] ToNestedColumnWithDefault<T>([DisallowNull] this T current, [DisallowNull] T defaultObject, bool compareAndSimplifyWithDefault = false)
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{
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if (current == null)

Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Environment.Drawers.cs

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namespace UnityEditor.Rendering
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{
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/// <summary> Camera UI Shared Properties among SRP</summary>
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public static partial class CameraUI
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{
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/// <summary>

Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Environment.Skin.cs

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namespace UnityEditor.Rendering
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{
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/// <summary> Camera UI Shared Properties among SRP</summary>
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public static partial class CameraUI
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{
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/// <summary>
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/// Environment section
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/// </summary>
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public static partial class Environment
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{
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/// <summary>

Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Drawers.cs

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namespace UnityEditor.Rendering
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{
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/// <summary> Camera UI Shared Properties among SRP</summary>
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public static partial class CameraUI
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{
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/// <summary>

Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Skin.cs

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namespace UnityEditor.Rendering
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{
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/// <summary> Camera UI Shared Properties among SRP</summary>
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public static partial class CameraUI
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{
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/// <summary>
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/// Output section
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/// </summary>
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public static partial class Output
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{
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/// <summary>

Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Drawers.cs

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namespace UnityEditor.Rendering
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{
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using CED = CoreEditorDrawer<ISerializedCamera>;
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/// <summary> Camera UI Shared Properties among SRP</summary>
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public static partial class CameraUI
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{
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/// <summary>

Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs

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namespace UnityEditor.Rendering
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{
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/// <summary> Camera UI Shared Properties among SRP</summary>
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public static partial class CameraUI
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{
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/// <summary>
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/// Physical camera content content
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/// </summary>
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public static partial class PhysicalCamera
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{
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/// <summary>

Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Drawers.cs

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namespace UnityEditor.Rendering
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{
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/// <summary> Camera UI Shared Properties among SRP</summary>
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public static partial class CameraUI
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{
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public static partial class Rendering

Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs

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namespace UnityEditor.Rendering
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{
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/// <summary> Camera UI Shared Properties among SRP</summary>
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public static partial class CameraUI
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{
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/// <summary>

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